- User Since
- Feb 29 2016, 11:46 PM (295 w, 1 d)
Thu, Oct 14
I have tested Blender 3.0 alpha (2.93 hasn't been updated at the moment) and Contact Shadows do not produce the weird black circle anymore but fuzzy outline around all objects is still there, it seems to appear when Screen Space Reflections and Reflection Plane are used together and it reacts to Half Res Trace settings and becomes a little bit thinner when you disable it. I have double-checked in 2.91 and that outline does appear in it as well but it is a lot thinner so should this be reported as a separate ticket?
Sun, Oct 3
Fri, Oct 1
I have tested the latest stable build 2.94.4 (downloaded archived Blender to a fresh new computer, unpacked, registered with Blender -R command) and thumbnails did showed up right away so it looks like something was indeed fixed in the latest builds.
Aug 25 2021
Just in case, in 2.93.4 RC objects in Reflection Plane have weird outlines when Screen Space Reflections is also enabled and Contact Shadows produce strange dark circle which reacts to Distance and Thickness parameters of the Contact Shadow itself.
Jul 10 2021
Just curious - is this ever going to be implemented? Several years have passed since the introduction of Eevee and it's still impossible to create a simple textured light which becomes a huge problem when you need to create a projector or imitate caustics, IES,stained glass windows and many other things. Even old Blender Render and much older game engines have this so perhaps it would make sense to at least add a simple texture support if making fully functional nodes support is too demanding?
Feb 28 2021
Today I've got a new computer with Windows 10 on it and the problem was exactly the same - when I've registered to 2.91 or 2.92 it didn't work but registering to 2.79 and 2.81 worked immediately like it should so it seems that this is not exclusive to Windows 7.
Jan 13 2021
Just in case, I will clarify how I test this:
- I have only one folder which is blender-2.91-windows64
- I create a new file called test.blend, save it, observe it in Explorer with a thumbnail (currently I have BlendThumb.dll from 2.83 in 2.9 folder).
- Take BlendThumb.dll from 2.9 archive and replace it in my blender-2.91-windows64 folder, save the test file, refresh the Explorer and my test.blend file turns into an icon.
- Take BlendThumb.dll from 2.91 or 2.92 archive, replace BlendThumb.dll, save the test file, refresh the Explorer and nothing changes.
- Take BlendThumb.dll from 2.83, replace BlendThumb.dll, save the test file, refresh the Explorer and test.blend icon turns into a thumbnail as it should.
- I did a search through my registry and there are several places with BlendThumb.dll all pointing to blender-2.91-windows64 folder
- HKEY_LOCAL_MACHINE\SOFTWARE\Classes\blendfile\DefaultIcon is also pointing to blender-2.91-windows64\blender.exe", 1
- I did Regsvr32 /u BlendThumb.dll and thumbnails stopped working as they should
- Registered again with blender -R with original BlendThumb.dll from 2.91 and nothing has changed
- Tried BlendThumb.dll from the latest 2.92 and nothing has changed as well
- Only when I replaced BlendThumb.dll with the file taken from 2.83 archive my thumbnails have started to work again. If I replace with a file from 2.90, 2.91 or 2.92 they stop, when I replace with 2.83 version they start working again, all in the same blender-2.91-windows64 folder, I don't even have to register anything, I'm just replacing the file and updating my Explorer to see the result so I'm absolutely sure there are no other places or entries in the registry.
Jan 11 2021
Nov 20 2020
Nov 6 2020
Honestly I don't know what else to provide because on my end it's 100% reproducible - every time I remove everything from UV Editor, Use Curves just stops working, it affects both new scenes and my working files the same exact way. I can provide my test scene but it's literally a default blender scene with UV Editor and Use Curves enabled. You can try to load my file, switch to Rendered viewport shading and try to move the dot within Use Curves field, on my end 3D View will not update every single time both on 2.91 and 2.92.
@Robert Guetzkow (rjg) I have double-checked both latest 2.91 and 2.92 and in both cases it is 100% reproducible with the steps described above - open Blender, switch Timeline to UV Editor, switch to Rendered view, enable Use Curves and try changing it, in fact, right now I was able to reproduce even worse situation when curves don't work at all until you switch UV Editor to something else. Are you sure you have UV Editor instead of Timeline? I have also tried to launch via shortcut with blender.exe -d and it works the same.
Oct 23 2020
Sorry, I forgot to test all modes so I haven't noticed that this thing happens with Simple and Linear subdivision methods. It's 100% reproducible on 2.9.01 as well as current 2.91 Beta and 2.92 Alpha. I'm always using separate localized versions of Blender for testing so there is no need to reset them. Reproducible with default Cube as well, same exact method as described - add Multires to a Cube, subdivide, enter Edit Mode, select all, apply Crease 1.0, exit Edit Mode.
Oct 22 2020
It looks like the problem with Walk Navigation crosshair opacity have returned in 2.91 Beta b0f34eee30c4 from 2020-10-21 @Clément Foucault (fclem) should I reopen this report or open a new one?
It looks like the problem with wrong Boolean operations have returned in 2.91 Beta b0f34eee30c4 from 2020-10-21 and it seems to be somewhat worse than before because now Exact option (left) creates artifacts and Self option (right) does a wrong operation order. @Howard fletcher (howard) Trickey (howardt) should I reopen this report or create a new one?
Sep 19 2020
Sep 6 2020
Aug 24 2020
Aug 6 2020
Jun 20 2020
Jun 8 2020
May 28 2020
"Frame All" zooms out the viewport so entire scene will be visible while "View Camera Center" fits camera's frame to the current 3D window which is extremely important for obvious reasons.
I have double checked and it still doesn't show in any of the search options. Like I've mentioned above, somehow I have managed to invoke it once and then it disappeared, I have tried to reset Blender to factory state and try again but it didn't help, both search options look exactly the same. Second screenshot is on default state with Developer Extras checked, notice that there is a view3d.camera_to_view_selected but no view3d.view_center_camera. Should I try something else? My Blender is definitely in its most default state so I don't know what else to check.
Perhaps the easiest way to deal with Apply Base is to turn it into a checkbox "Automatically Apply Base" that will let you apply Multires, manually check it and start working, checkbox will also inform you that everything you do will be permanent on a base level.
Permanently applied base is a great way to permanently destroy your model because if you'll sculpt on a Multires and remove the modifier later your mesh will stay permanently deformed and there will be no way to restore it to its original state. Only a handful of people actually need this because in my experience most people never even use the “Apply Base” button, if you need to pose something you can just press the button once in a while and again, if something goes wrong you can just remove the modifier and apply it again. Applying base into a shape key would be a possible solution but as far as I can see, Multires cannot do that yet.
Apr 20 2020
Mar 26 2020
Is there any particular reason for removing Apply Base? This can be very problematic since Blender lost its ability to bake displacement maps from two different objects and the only way to bake a displacement map right now is to use "Bake from Multires": when you, for example, baking a height map for a landscape, you need the difference between an initial flat plane and a final landscape but with Apply Base permanently applied you will only get the difference between the lowpoly version and highpoly version which is not suitable for landscape heightmaps. The same problem can arise with characters – you may need to get the difference between an initial model without deformations and a sculpted one, Multires can also be used for small touch-ups on a static model without deforming an initial mesh so unless there are very good reasons for removing that option I think it should be left as it is or at the very least there must be an option somewhere like “Apply Base by default”.
Mar 5 2020
I think I'm having the same problem on a regular basis as well but I have never reported it because it is very hard to determine how to reproduce this with consistency. It feels like the problem occurs when textures are being loaded after the main calculation of lighting and shaders, this tends to happen when I work from the network drive and network itself is very busy, but if you have loaded your scene at least once, textures seems to become cached somewhere in memory hence why this problem does not occur when you load your scene for the second time in a short timespan.
Feb 20 2020
Feb 18 2020
It looks like Viewport Render Image uses the same Color Management as Eevee and Cycles while viewport itself in Workbench mode seems to always work in Standard View Transform. Try setting Color Management – View Transform to Standard instead of Filmic in Render Properties, it should even work after you hit Viewport Render Image.
Feb 14 2020
Jan 29 2020
Potential increase in speed makes it practically pointless if you cannot see what you are doing (like in my example with road and houses or when you have clothing and accessories shrinkwrapped to a character) so there must be an option to enable modifier updates during sculpting to sacrifice some performance in favor of visual feedback that you can always keep disabled by default and favor the speed. The same thing should be done with texture display – if textures actually affect sculpting performance it should be possible to enable them in favor of visual feedback or disable them and favor sculpting performance. Applying a modifier on an object without Multires partially solves the problem with texture display already so instead of using that counterintuitive workaround there should be just options in sculpting mode.
Jan 24 2020
Bug or not, this is still a very big regression from 2.79 and the reason why many people still have to switch between 2.79 and 2.8 because in 2.79 you can sculpt in Solid (Textured Solid) and Material modes both with subdivided Multires and on regular objects with textures displayed without having to constantly switch to Object mode to see what you are doing and without having to invent workarounds. Applying another modifier over Multires doesn’t seem to work at all because when you enter Sculpt mode it just says “Not supported in sculpt mode” in both Solid and Preview modes so it seems there’s simply no way to see textures in Sculpt mode with subdivided Multires applied.
Oct 18 2019
We cannot be sure without having concrete examples but I think I know what this is about because I’ve had the same exact problem with Sun shadows when Blender switched from ESM\VSM shadows to a new PCF algorithm. The thing is that old shadows used to have Softness parameter which helped with jagged edges but new algorithm relies on light shape and Soft Shadows option in Render Properties panel.
Oct 17 2019
I have looked into provided file and found out that your rendering settings have Simplify enabled and Max Subdivisions is set to 0 for viewport rendering. Therefore, your model is not subdivided in viewport but when you render the final image, model gets subdivided twice by Subdivision Surface modifier and receives artifacts. When I disable Simplify and set Render and viewport subdivisions to 2, model receives the same artifacts in viewport as well. Disabling Subdivision Surface modifier seems to solve the problem in both viewport and final render.
Oct 15 2019
I have looked into provided file and it looks like that both roca nad tortuga scenes have no assigned Freestyle Line Set in View Layer Properties for some reason. When I'm adding a new line set, Freestyle seems to work as it should.
Oct 14 2019
Tested 2.82 Alpha bde328352be2 from 2019-10-11 and 2.81 Beta 95f020c853d6 from 2019-10-12 and Add Curve: Curve Tools appears to be working again in both. Perhaps something was wrong in a specific build? I think we may close this report for now.
Tested 2.82 alpha bde328352be2 from 2019-10-11 and yes, the problem is still there and still 100% reproducible on all available computers. Tested both my instructions and provided file, both do exactly what they are supposed to. My test file already has all the needed actions done so you don't need to add shape keys and enable any modes, just open the file and switch to Vertex Paint, Blender should crash or become unresponsive. Instruction steps are for reproducing the whole sequence from scratch without the test file.
Oct 11 2019
I can reproduce this on default Blender's cylinder and sphere with procedural Checker and Noise textures and without any textures at all, Bump makes the problem more prominent.
Each time I press the checkbox, console says " addon not found: 'curve tools' " but addon itself exists in scripts - addons - curve_tools and all the files seems to be in place. If I replace 0.4.0 with version 0.3.3 it gets enabled without problems.
I think I'm able to reproduce something like this as well but on my end it seems to work in 2.79 but in 2.81 particles seems to be duplicated at the wrong place. Here is how it looks on my end:
Nested Groups in 2.79
When you move objects around, particles stay where they are supposed to be.
In 2.81 particles seems to be missing.
But if you move objects around you will find out that particles were duplicated at the same place as they are on the second collection.
Oct 10 2019
Yes, tested once again on factory defaults without touching anything except the Cube itself, reproducible 100% with Sculpt-to-Vertex and Edit-to-Vertex modes on my side.
Oct 7 2019
Aug 8 2019
Looks like this option changes 3D View - 3D View (Global) - Shading (Z by default) from VIEW3D_MT_shading_pie to VIEW3D_MT_shading_ex_pie so it should be possible to add wm.call_menu_pie - VIEW3D_MT_shading_ex_pie manually to the same place in your keymap. Is this what you need?
Huh, this is interesting. I have tested both cat.blend and automatic weights.blend and it seems that I was able to successfully use automatic weights by simply scaling models up about three times. For example, I can open automatic weights.blend, scale the model to its natural height of 1.65 m (2.5 scale), apply the scale, scale the Armature in Edit Mode to the same size (I used 3D Cursor as a base for scaling), Ctrl+P - Automatic Weight and after a while it successfully did what it supposed to. Cat.blend is harder to work with but if I scale the Armature about 3 times it seems to be working as well; there are still problems with very small details but weights were assigned without errors. All in all, it looks like there is a problem with small sizes and precision and scaling to bigger size worked for both cases.
Aug 7 2019
I was able to assign hotkeys like 1,2 and so on by right clicking on a brush on the left panel and choosing "Assign Shortcut". Is this method working on your side?
Just in case, I was able to reproduce this with default Cube as well!
I'm afraid this particular case is 100% reproducible using the same "ten clicks" trick that we used before:
Aug 6 2019
From what I can see, your objects have keyframes on them but Autokey is not enabled so naturally when you move things around but don't set new keys, objects revert to their keyframed state when you change the frame or reload the file. I have tried to move your objects, manually set new keyframes and after saving and reloading everything seems to be where it should, I have also tried to remove all the keyframes and after saving and reloading everything was fine as well.
Jul 30 2019
Tested latest 1178046ed222 from 2019-07-29 and vertex colors and textures are still not working in Workbench Sculpt Mode on Windows. As far as I can see there is a fix for the problem but the problem is still there, am I missing something?
Jul 29 2019
Right now it doesn't look like it was deformed, it looks like it's set to Shade Smooth mode, try setting your walls to Shade Flat by right clicking and choosing Shade Flat or by choosing Object – Shade Flat from the top menu and see if the problem is still there.
Jul 27 2019
Do you mean that there is no Create menu tab on the left sidebar? If so then it's not a problem because you can add primitives by pressing Shift+A or by doing Add -> Mesh -> Cube from the top menu.
Jul 26 2019
I have to say it's a very annoying bug, especially when you have to change textures a lot.
In Material’s properties there is a Settings menu and there is a Surface - Displacement option which is set to Bump Only by default, are you sure it is set to Displacement or Bump and Displacement? Look closer in provided tutorial 4:27 point - it is set to Displacement and Bump, check if your material also has this enabled.
Looks like a pretty standard triangulation issue to me; as far as I know, Blender don't have a tool for manual retriangulation of invisible edges like for example 3DS Max so my guess is that the only way to avoid this is not to make heavily distorted polygons or to manually divide them into triangles.
As far as I can see, default Blender keymap uses Shift+Click to do Toggle selection so you can select and deselect objects in the group (deselecting takes two clicks – one to make object active and one to deselect) while Ctrl+Click is used for “Select Center” and Alt+Click does “Enumerate” when there are several objects under the cursor. Box selection can deselect with Ctrl and add to selection with Shift. In any case, it shouldn’t be difficult to reassign these functions to your liking.
Looks similar to https://developer.blender.org/T60700
I have noticed a very specific thing – in default Blender keymap there are two options to deselect things – “Alt A” and “Double A”. As a result, if you disable “Select All Toggles” but press “A” quickly, it registers as a “Double A” and deselects objects which looks like Toggle but if you press “A” and wait for a while “A” works only for selecting.
Jul 25 2019
It seems I can reproduce this with more or less consistency and every time it gives several exception_access_violation errors but unfortunately I can't pinpoint how because I can only reproduce this by holding Tab to make Blender flicker between Paint Mode and Edit Mode and dragging the brush across the Sphere while clicking left mouse button. Sometimes it crashes almost instantly and sometimes it takes a while.
As far as I remember, somewhere it was mentioned that Eevee supports only one level of screen-space refraction which probably means that this is how it is supposed to work for now. If you need several overlapping transparent objects in Eevee, you could use Principled BSDF, Alpha instead of Transmission and Alpha Blend or Alpha Hashed for Blend and Shadow Mode. You won’t get a nice refraction effect but Alpha don’t require SSR so at least you will be able to see through your objects. It also seems that objects with Alpha transparency are still visible through screen-space refraction so my guess is that it should be possible to mix these two.
Jul 24 2019
By any chance, maybe you have “Emulate 3 Button Mouse” enabled in Preferences – Input – Mouse? As far as I know, if you have that option enabled, pressing Alt+Left Mouse on keymaps is registered as Middle Mouse. I’m also using Blender keymaps with Alt+Left, Alt+Right, Alt+Middle Maya setup and it seems to be working fine after some fiddling with Generic Gizmo Maybe Drag (I disable Alt from that option to be able to use controls while hovering over the manipulator). There is also Activate Gizmo - Drag that makes it possible to select things under the manipulator.
I think I can sort of reproduce something like that with consistency but the problem is the exact steps because it requires pressing Ctrl+Z quickly several times in a row, otherwise it just performs a normal Undo and not the crash.
I think I can easily reproduce this on b63f0266a056 from 2019-07-23. This is how it works on my side:
- Open new scene
- Hold left mouse on “Move the view” icon and pan left or right
- Hold left mouse on “Zoom in\out in the view” icon and drag your mouse up. As a result both Pan and Zoom viewport controls will stuck and cease to function until you do something like Frame Selected or some other action that resets pan and zoom.
Jul 23 2019
It looks like you are trying to create a "collection" that is actually a Group from 2.79, if you press Ctrl+G in 2.79 it will be the same. Look in Object tab on the right, there is a Collections menu, new "collection" made by Ctrl+G should be there. There is no OK button because group "collections" are added immediately when you press the button.
If you want to create an actual collection you should press M or do Object → Collection → Move to Collection and then there will be "+ New Collection".
Are there any news about broken subdivisions, missing UVs and vertex colors in Sculpt Mode? 2.8 Release Notes says it will be fixed before the final release but since 2.8 got a second RC and all the problems seems to be there I’m starting to worry that we’ll have a release with broken Multires.
It looks like both Delete and Backspace are assigned to both “Delete Collection” and to “Outliner Object Operation – Delete” and object operation comes second, perhaps this is the reason why it doesn’t work? When I assign different keys for these two operations (or disable Delete\Backspace for one of these operations and use, for example, Delete for Collections and Backspace for objects) it seems to work fine.
Jul 22 2019
Recently there was a huge pileup of similar reports and it looks like they are related to the same thing https://developer.blender.org/T67217
Try the recent build and see if the problem is still here, I've made some tests earlier and was unable to reproduce this anymore.
I have an old build from 2019-06-24 and vertex colors are working in Sculpt Mode. If I save file in old build and open it in latest 2019-07-22 and switch to Sculpt mode it turns black so it looks like something was changed between 24.06 and 22.07
Did some testing on 45ae9edbd5ac from 2019-07-21 on Intel Core i7, 8 Gb RAM, AMD Radeon HD 7700, Windows 7 x64:
Huh, this is very strange - I have found a way to reproduce that problem with 100% consistency on 4a5e046c923f from 2019-07-16 with just a default Cube with no additioanl subdivisions or modifiers and no Dyntopo, using only one Sculpt brush and one Rotate tool in Edit Mode but I cannot reproduce it in latest 45ae9edbd5ac from 2019-07-21. Just in case, here is how to reproduce this on an older build:
Jul 20 2019
Yes, the problem is that mesh becomes visually triangulated in Sculpt mode when there are no modifiers or shape keys presented on it even if you don't enable Dyntopo.
Looks like a regular cavity map to me, you can disable it in Viewport Shading or change it to more traditional type
Jul 17 2019
That issue is reproducible in 2.79 as well and it seems to be affecting all transform actions (move, rotate, scale) if you do Inset at any point during one Edit Mode session. If you do Inset first, tab out and then tab back in to Edit Mode, the same extrusion or other actions will stay where they are supposed to. Same thing happens both on Basis and other Shape Keys; you don’t have to create any Shape Keys at all, just add Basis and transformations will revert themselves even if you do Inset after other transform operation (for example Extrude, move some polygons around, Inset and exit Edit Mode).
Edit – same trick seems to be working with Bevel Edge and Bevel Vertex – if you move sub-objects around and do Bevel at some point, after you exit Edit Mode sub-objects will revert to their original positions. I’ve tried other modeling tools but so far I was able to find that only Inset and Bevel seems to be doing that.
Just in case, I was able to reproduce this on my Windows 7 and AMD HD7700 (doesn’t work until you add Principled or Diffuse shader even if it’s not connected to anything) but on my Windows 8 and NVidia 750 everything worked right away.
EDIT - did another try on latest 4a5e046c923f from 2019-07-16 and it seems to be working even on my AMD 7700 right away as well. Earlier build still doesn't work so it looks like something was fixed in that area.
Jul 15 2019
That issue is 100% reproducible with a default Cube and a generated checker texture but if you need an exact file then here it is. I forgot to mention that you have to either switch to Texture mode in Workbench or switch to any other mode that show textures by default. In my example both objects have the same material, texture and uv but right object is in Object mode and left object is in Sculpt mode. You can open my file and switch from Sculpt to Object mode and texture will come back. The same exact setup works perfectly fine in 2.79 and you will be able to see texture on both objects both in Sculpt and Object modes. This is a serious regression because it makes it extremely hard to work with landscapes and other environments where you need to see a texture while sculpting.
I have tested that issue both on NVidia and AMD GPUs on several different computers and the problem is exactly the same.
Just in case, this is exactly the same setup in 2.79 with Cycles, Multires and Sculpt mode on the left object. I have noticed that there is no "Subdivide UVs" option in 2.8 so I still think there is something with missing UVs
I have noticed that there are different subdivision levels for Render and Viewport in Subdivision modifier, when I changed Viewport level to 2 it said "Number of points in cache does not match mesh" and mesh became messed up, when I set 1 to both Render and Viewport, it seems to be working fine. I think that the problem is in different subdivision levels for rendering, viewport and cache.